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Number 26 March 1986

FEATURES

Conflict In Viet Nam 14 The View From a Playtester M. Evan Brooks Inside IV 18 Interview with The Halley Project 24 Tooling Through the Solar System Gregg Williams Silent Service 28 Designer's Notes Sid Meier : The Kobayashi Alternative 36 A Review Scorpia

DEPARTMENTS

Taking A Peek 6 Screen Photos and Brief Comments Scorpion's Tale 12 Playing Tips on SPELLBREAKER Scorpia Strategically Speaking 22 Game Playing Tips Atari Playfield 30 and The Eidolon Gregg Williams Preferences 32 A New Column on the Amiga Roy Wagner Commodore Key 38 Flexidraw, Lode Runner's Rescue, and Little Computer People Roy Wagner The Learning Game 40 Story Tree Bob Proctor Over There 41! A New Column on British Games Leslie B. Bunder Reader Input Device 43

Game Ratings 48 100 Games Rated Accolade is rewarded with an excellent Artworx 20863 Stevens Creek Blvd graphics sequence. Joystick. 150 North Main Street Cupertino, CA 95014 One player. C-64, IBM. ($29.95 Fairport, NY 14450 408-446-5757 & $39.95). Circle Reader Service #4 800-828-6573

FIGHT NIGHT: Arcade style FP II: With Falcon Patrol 2 the boxing game. A choice of six 2350 Bayshore Frontage Road player controls a fighter plane different contenders to battle Mountain View, CA 94043 equipped with the latest mis- for the heavyweight crown. The 800-227-9759 siles to combat the enemy's he- player has the option of using licopter-attack squadrons. Fea- the supplied boxers or creating HACKER: An tures 3-D graphics, sound ef- his own challenger. Joystick, with a twist, there are no rules fects and 16 levels of play. one or two players. C-64, Ap- and no instruction book. The Joystick only, one player. C-64. ple. ($29.95 & $34.95). Circle #3 opening screen simply says ($19.95). Circle Reader Service #6 "LOGON PLEASE:". You must THE DAM BUSTERS: Hi-res use your deductive skills to SORCERY: Adventure game in graphics arcade game. The enter an underground tunnel an arcade setting. Detailed concept is the actual Ruhr dam system and piece together a graphics, animation and sound raid of May, 1943 (Operation secret document. One caveat: effects. 17 levels of difficulty. Chastise). You must pilot your despite the use of the term Joystick only. C-64. ($19.95). Lancaster bomber through ME- "hacker", the game does NOT Circle #7 110 fighters, flak, barrage bal- involve activities currently as- loons, etc. You also have re- sociated with that word. It is a Avalon Hill Game Company sponsibility as pilot, gunner, combination text and graphics 4517 Harford Road engineer, navigator and adventure. Joystick required. Baltimore, MD 21214 bombardier. Destruction of the dam C-64, Apple, Atari. Circle #5 800-638-9292 UNDER FIRE (Extended Ca- to introduce children to cause Worm is the guide to six col- pability Disk 1): Two new and effect and spatial relation- orful environments (harbor, maps, six scenarios. Units and ships. Our in-house beta tester railroad yard, etc.) where chil- vehicles from the armies of (five years old) rated this one dren identify appropriate ob- Germany, England, Italy, highly. Recommended for ages jects and associate them with Japan, Soviet Union and the four to six. C-64/128. ($14.95) the printed name. Four levels . Note that you of difficulty to challenge varied must have the original game of GROVER'S ANIMAL AD- skill groups. Ages five and up. UNDER FIRE in order to use VENTURES: An animated C64/128, Apple. ($19.95). this addition to the line. Apple. animal classification activity Circle #8 developed by the Children's Brown-Wagh Publishing Television Workshop. Four [Editor's note: The Sesame 800 Charcot Avenue #10 animal environments with a Street/CBS Software series is an San Jose, CA 95131 wide array of creatures and excellent group of software objects to identify and place in programs for preschoolers. The CUBIC TIC TAC TOE: Three their proper location (air, water graphics are attractive, the dimensional version of the fa- or sky). As with all CBS prod- subjects familiar to children, miliar children's game. Three ucts, there are suggestions for educational aspects seem solid difficulty levels. Play against related family activities. Ages and the prices are reasonable.] computer or another player. C- four to six. C64/128. ($14.95). 64/128, Apple, IBM. Circle #9 Datasoft RICHARD SCARRY'S BEST 19808 Chatsworth Place CBS Software ELECTRONIC WORD BOOK Chatsworth, CA 91311 One Fawcett Place EVER: Richard Scarry is a Greenwich, CT 06836 much-beloved children's book THE GOONIES: Hi-res graph- 203-622-2500 Circle #10 author and illustrator. This pro- ics adventure game based on gram is a reading readiness ad- the recent movie of the same ERNIE'S BIG SPLASH: A venture, aimed at developing name. Eight screens inspired by preschool learning activity skills such as word identifica- scenes from the movie. Two featuring the Muppet characters tion, vocabulary building and character gameplay. Apple. word/object association. Lowly Circle #11 ZORRO: Graphics adventure willing to take either side. game as you fence your way Major review in our April is- through 20 screens. Your ob- sue. C64/128, Apple. ($49.95). jective is to rescue a pretty Circle Reader Service #14 senorita from the evil Sergeant Garcia. Arcade quality graph- Strategic Simulations ics. Apple with 64K. Circle #12 883 Stierlin Road, Bldg A200 Mountain View, CA 94043-1983 800-227-1617 ext 335 2755 Campus Drive San Mateo, CA 94403 BATTLE OF ANTIETAM: 415-571-7171 Grand tactical Civil War game covering the September 17, 1862 battle centered along the Antietam Creek at Sharpsburg, : Wins the 1986 Pennsylvania. The Basic Game CGW trademark award. Four has simple rules and options - companies share the pie on this it is possible to begin play al- game.: Instruments,Steve most immediately upon booting Jackson Games, Systems, the disk. Intermediate and Ad- and Electronic Arts. AUTO- vanced have much more com- DUEL is based on the popular plex decision making; such as board game CAR WARS. The hidden units, chain of com- scenario is post-nuclear war mand, facing, etc. Good his- America (2030 AD). Auto duels torical accuracy for troops and are a popular form of enter- weapons. Each turn represents tainment (and survival). You 30 minutes and combat is re- design your own vehicle - with solved down to the individual weapons, armor, engine, etc - soldier. Preliminary reviews are and take it on the road to fame favorable, major review soon. and fortune. Based on the sub- C-64, Apple. ($49.95). Circle #15 ject matter alone this game is likely to be a big sales winner. Apple. Circle Reader Service #13 U.S.A.A.F.: Detailed strategic simulation of daylight bombing of German industry from 1943- EUROPE ABLAZE: Designed 1945. Day-by-day resolution, by Strategic Studies Group, the Campaign Game will take distributed by EA. Historical approximately 730 turns! Sce- simulation and strategy game narios of one-month duration that recreates the air war over are available for the faint of England and Europe from the heart. Each turn can take from years 1939 to 1945. Three five to thirty minutes to plan built-in scenarios, with options and execute. Weather is impor- to create an infinite number of tant and good weather leads to user designed scenarios. The more planning and bombing. 24 game is menu-driven, in the aircraft types, rated in nine familiar SSG style. Play in- categories (climb, speed, dura- volves 24 specific aircraft, air- bility, etc.). One or two play- bases, radar stations, shipping ers, or computer vs computer. lanes, flak units, population Full review in April, with centers, etc. From one to comparison to EUROPE twelve players, or computer vs ABLAZE. C-64, Apple, Atari. computer, with the computer ($59.95) Circle Reader Service #16

SPELLBREAKER

As told by Scorpia

The Soft Room Cube. This one is pretty simple, and you only need to use this cube once. Don't settle for a piece of the action, take it all. The Water Room Cube. You will re- turn to this one several times, as both the ocean and the Oubliette require two visits each. The first solution to the Oubliette is likely to leave you cold, while the second visit will probably make you feel like Alice At last, we've gotten everything because Infocom hasn't put out a RE- in Wonderland. The ocean is a bit easier; cleared up from the holidays (although ALLY hard adventure in awhile. you only need to pick up something during Fred was practically broken-hearted at For most of the game, you'll be your first swim (and remember that your having to take down his garland). So just spell book is NOT waterproof!). For your step on over to your favorite chair, and spending your time picking up a number of little white cubes. They all look exactly second dip, keep in mind that only a fish relax awhile before you embark on your can get down to the bottom. Hmm, I won- quest to (once again) save the world, this alike, so your first task is to figure out a way of making each cube unique. This der why the grouper thinks he's seeing time through the magical lands of Spell- double? As for the tower, you'll need breaker. shouldn't be too difficult, especially if you take a good look at your inventory at the something to give you a lift. This one is a toughie, folks. When In- beginning of the game. focom said that the concluding chapter of The Air Room Cube. Here you come to the Enchanter trilogy would be hard, they The cubes are magical, of course, and a carpet shop (among other places). That weren't kidding. On the other hand, that function as gateways to other places. This blue carpet sure looks nice; unfortunately, also means it's been well worth waiting for, means that most of the time, you are ex- the merchant wants a little more for it ploring small clusters of rooms, rather than than you can afford. Maybe you can get one giant area. It does help to make map- him to bring his price down to a more ping easier. However, it also means that reasonable amount. Just remember to you spend a lot of time going back and check your inventory before you leave the forth through the cubes to solve puzzles. store.

Another thing to keep in mind here is The Bone Room Cube. Unless you left that from time to time your spells will not something behind in the Guild Hall, you work. Therefore you will have to memorize don't need to use this one at all. them once more and try again. Tedious, but necessary. So it's a good idea to save your position pretty frequently, as there The String Room Cube. Another one- are some situations where a spell backfire timer. All you need do here is talk to Bel- could mean disaster, since you may not boz (keep those cards handy). have time to learn it again, or even cast it again if you have learned it more than The Light Room Cube. Only one visit once. needed, and your actions here should be pretty obvious. All the comings and goings through the cubes makes it rather difficult to pre- The Change Room Cube. Now, this sent my usual coherent narrative, so for one is a bit sneaky, and the closest thing this column, I will simply deal with the to a maze in the game. You have to make rooms off each cube individually. your way through the octagonal rooms, and you have to be careful that you don't The Earth Room Cube. This is the end up going back the way you came, so first one you find (after you clear up the it's essential to map out your progress. As fog in Belwit Square). It leads to several to how you get through the rooms in the sneaky obstacles, including an over-pro- first place, surely you brought the compass tective Roc, a sneezy Ogre, and an along with you. avalanche. Explore all the exits from the cube first, then go back and deal with the The Void Room Cube I. Here we have avalanche. When you get to the hut, make two of the more vexing problems in the sure you have a chat with the Hermit, who game. Those rocks, for one. You night will give you a clue as to what needs to be think there's no way of ever catching up to done to pick up the next cube. The snake that exasperating brown-eyed rock, but is much too large; perhaps in your wan- it's really easier than you might suspect. derings you can find a way of putting him The first thing you should do is map out on a diet. As for the idol, if only you could the whole area (make careful note of that get its mouth open just a bit more. How one diagonal corner; it's there for a reason) tiresome. Zzzzzzzzzzzzzzz... and make it a large map. Then use two different objects, one to represent you, and your inventory; there should be an item one to represent the brown-eyed rock (a there you've had from the start of the penny and a dime work nicely). Move the game, but never used. Do something (non- coins (or whatever) as you and the rock violent) with it. move in the game. This will give you a clear idea of how the brown-eyed rock Whew! And so, once again, the world moves to foil your efforts at reaching it. has been saved. Although, in this case, at Now a little thought should show you how a hefty price. A sad, and yet appropriate, you can corner it without difficulty. ending. The Void Room Cube II. The other Well, Fred is pointing his claw (err, nasty problem is the vault room. Not get- finger) at the invisible clock, so it's just ting the vault door open (which can be about time to close the doors until next done once you've souped-up your magical issue. In the meantime, if you need a hand abilities), but determining which of twelve (or three) with an adventure game, you cubes is the real one. This is not so easy, can reach me in the following ways: and is made harder by the fact that once in the vault, you CANNOT save the game! On Delphi: Visit the GameSIG. Just Each time you enter the vault, the pro- type GR GAM at the MAIN> prompt. gram chooses one of the twelve cubes at On GEnie: Stop in at the Games random to be the 'real' cube. Your diffi- Round Table. Type: Scorpia to get there. culties are compounded by the eventual On the Source: Send SMAIL to appearance of the [censored] alarm fairy, ST1030. so your time is very limited. Actually, if you do everything right, and do not waste And, as usual, there is US Mail. moves, you will have just enough time to PLEASE, if you are writing from the determine the right cube and blorple out United States, you MUST enclose a self- before the guards grab you (there is noth- addressed, stamped envelope to receive a ing, alas, that you can do about the ob- reply! Send your questions to: noxious fairy). Jindak is the key to success here. It will indicate which pile the real Scorpia cube is in. It then becomes a matter of P.O. Box 338 elimination, with repeated use of Jindak Gracie Station and careful manipulation of the cubes. New York, NY 10028 Think about it. See you next issue...happy adven- The Black Room Cube (Fred's fa- turing! vorite). An easy one, actually. The con- Copyright 1986 by Scorpia, all rights vention of Grues is not so terrible as it reserved. may appear. Remember the grouper. The Fire Room Cube. Without doubt, the single nastiest problem in the game. The solution lies in the (make sure it's empty). You've probably noticed that whenever you put a cube in the box, the designs change to something appropri- ate to that cube. Dolphins for the Water cube. Moles for the Earth cube. And so on. So there is some kind of relationship be- tween the cubes and the box. Or at least the last cube that was in it. Keep that in mind, and remember that nothing is im- possible. The Sand Room Cube. Talk about deja vu! You've been to these places be- fore, but from different cubes. And, from the look of things, at a different time. Here you must be careful and do the rooms in the right order. As a matter of fact, these problems are easy, so long as you remem- ber that all must be as it was (will be?), down to the last detail. And that blank scroll is there for a very important reason. The Magic Room Cube. The gateway to the end game. At last, you discover what it's all about, and who that mysteri- ous cloaked figure is. There are two places here where timing is critical. First you must act quickly, because you will need time to recover completely. Second, you must wait for the right moment to cast your last spell, and only one moment is the right one. Be patient, and don't panic. The Hypercube. You have only two moves to do something about it, and you need both of them. The first move is fairly obvious. As for the second, well, look in CONFLICT IN VIETNAM: THE VIEW FROM A PLAYTESTER by M. Evan Brooks

Come on, all you big strong men, Uncle Sam needs your help again. He's got himself in a terrible jam Way down yonder in Vietnam ... -- Country Joe & the Fish (1967)

This time, can we win? -- Rambo (1985) plausible alternatives. As the divisional/front com- mander, you are given the to see if you could rewrite history. Be advised that the game, while easy to learn, is quite difficult to master. Decisive victories are rare, and usual results are marginal, but this is accurate. When playing the computer opponent (as a more difficult opponent than historical), be willing to accept ignominious defeat. But at the same time, learn from its tactics and be thankful that you are not in a position to add more names to The Wall.

DOCUMENTATION

The game documentation is voluminous. Ed Bever, the designer, has written a veritable military history of the battles covered. However, this is as it should be. To date, the definitive military text of the Vietnam Conflict has not been written; there- fore, the reader may be somewhat at a loss in seeking historical expertise. The "Recommended Readings" cover the field well, although this writer feels that the more reliable texts are limited to small unit actions. Larger historical works are too politically oriented. The documentation covers each scenario and variant separately, with orders of bat- tle given in the appropriate areas. Please heed the documentation when it warns the reader to stop at a certain point, and play the game. The element of surprise will open the eyes of the most jaded gamer. This writer feels that the documentation was done well, but certain concepts must be remem- bered by the user. In Ia Drang, sub-variants of Airmobile (historical), Light Infantry and Armored Cavalry exist. Dr. Bever notes that if the light in- fantry or armored cav options had been selected by the political decision-makers, then the cost of Viet- nam could have been reduced substantially "...and thus it would have been economical to deploy more During the last two months, this writer has had men". However, US military doctrine has tradition- the pleasure of playtesting Microprose's newest re- ally sought to minimize use of manpower through lease in the Command Series, CONFLICT IN firepower-technology. While the cost of light in- VIETNAM (CIV). This article will discuss certain fantry would have permitted more manpower, this design parameters, designer decisions, and playtest would have been a political decision far beyond the results. Additionally some tactical guidance in the scope of the game -- it may well have mandated playing of CIV will be provided. mobilization of the Reserves, and of course, higher casualties in the field. The designer is well aware INTRODUCTION of these "restrictions"; this writer wishes to empha- size them to the readership. CIV is typical of the Command Series genre -- i.e. input is via keyboard or joystick, action is in PLAY TESTING real-time, the game may be saved at any time and options exist for the player to play either side or This writer received several copies of the game switch sides at will. CIV is not a strategic game; it in its transition to a finished product. The majority is operational in scale. There are five battles: of the playtesting was done by a group in New (1) Dien Bien Phu (French vs. Viet Minh; 1954) Jersey, but this writer did spend numerous hours (2) Ia Drang Valley (U.S. vs. NVA [North Viet- mainly concentrating on the American scenarios. namese Army]; 1965) On 23 November 1985, this writer assembled a staff (3) K he Sanh (U.S. vs. NVA; Tet 1968) of experienced gamers/veterans to view the game. (4) Fishhook (U.S. vs. NVA; Cambodia, 1970) Present were: Dr. Bever (the designer); Dr. Ray- (5) Quang Tri (NVA vs. ARVN [Army Republic of mond Bell (Brigadier General, USAR), former Vietnam]; 1972). deputy director of the National Defense Univer- The scale equals one mile to the hex. The basic sity's Wargaming & Simulation Center; Donald unit is the battalion. As is customary with the Whelan (Brigadier General, USA, ret.); and Dr. Command Series, each scenario has numerous John Sloan (editor, International Military Encyclo- variants which modify history, but are usually pedia). All three of the latter saw combat in Viet- nam at the field grade level, with Dr. Bell serving "Ballad of the Green Berets" received the nod. This in armor, General Whelan in artillery, and Dr. writer feels that it is the best solution; although Sloan in the engineers. Vietnam was not an SF (Special Forces) war in total Actually, the professionals were quite enthralled (the Snake-Eaters could not do everything), in the with the simulation. The basic concept was well popular eye, they best represent the Vietnam War. received, and criticism was limited to generally The most serious dispute was over victory con- items which the standard gamer would not note. ditions. How does one actually win the war in Most of these criticisms are in fact detailed in the Vietnam? With the American emphasis on body documentation (cf. "Designer's Notes"). For exam- count, the NVA also looked to American casualties ple, the professionals noted that nomenclature of as an indicator. While most military personnel pre- units was incorrect. In order to make the units ferred body count as a measure, Microprose's staff more understandable to the unmilitary civilian, the felt that "body count" was simply unmarketable and designer chose to forego proper military nomencla- ghoulish. Unmarketable, yes; but then again, Viet- ture. Similarly, the veterans noted that the com- nam was never intended as a marketing man's pany/battery was the basic building block; but dream. For realism, this writer would have pre-

since once contact was made, building up was quick ferred body count (KIAs), but one can understand and continuous, the effect of utilizing battalions is and sympathize with Microprose's rationale. not an egregious error. One adjustment that did As Dr. Bever admits in the documentation, cer- occur was the deletion of ARVN Air Cav Troops in tain of the scenarios are for learning purposes only. the Fish Hook scenario; Dr. Bever had extrapolated Dien Bien Phu as a historical simulation has the their TO&E (Tables of Organization and Equip- same appeal as Custer's Last Stand -- you might ment) from American units. No such units did ex- enjoy it if you play the winning side or if you are ist, and they have been deleted from the final a dyed-in-leather masochist. Otherwise, the sce- product. Minor "glitches" were noted: in the game nario serves as a learning tool for the novice. But US air on local command had a tendency to cross even Dien Bien Phu has a variant, with American borders for attacks. The political ramifications of intervention, that plays a tense game. Similarly, the such escalations prohibited such missions, and they largest scenario, Khe Sanh, while impressive visu- have been deleted from the final product. ally, is not in the same league of playability as the One of the more interesting disputes was over other scenarios; this scenario covers Tet 1968 from the introductory theme. Initial candidates were the DMZ to Khe Sanh to Quang Tri City. In initial "Ballad of the Green Berets" or "The Vietnam Rag". test versions, the game ran almost sixty days. Much Neither song did much for this writer or the staff of this time, nothing was happening for the Amer- at Microprose. Discussions with numerous veterans icans. Although enemy units were infiltrating and revealed a dichotomy of opinion. Field grade offi- "spotted", the American/ARVN player simply cers could not really think of a song which repre- lacked the mobile resources to offer an effective sented the period; "grunts" (infantry, usually en- counter-force. This lack of mobility is not a de- listed) and company grade officers split between signer "glitch"; rather it is a recognition of the fact "These Boots are Made for Walking", "Jumpin' Jack that the Third Marine Division along the DMZ was Flash", "Sympathy for the Devil" and other counter- fixed by orders emanating from the White House, culture songs. "Ride of the Valkyrie" (Apocalypse Now) was seriously considered, but in the end, Continued on pg. 46

Recently (aka Lord British) visited the offices of Computer Gaming World. We were able to ask him a number of questions about his company, , as well as his latest game, Ultima IV. Here is what he had to say. inside Ultima IV

CGW: How did you get started in the publishing of computer games? LB: By accident, actually. When I was in high school I took the one computer class my school of- fered, and using the school's one Teletype, system operated by paper tape no less. At the same time I learned to play fantasy games such as Dungeons and Dragons. This was in 1977. Since my school didn't have any other computer classes, another student and I managed to get a three year self study course approved. All we had to do was work on an approved project and show our work at the end of each term. My projects were computer fan- tasy games (back then they were pretty simple). During high school I wrote 28 small fantasy role- LB: My first two products were published by playing games.; Upon graduation I went to work Bill Budge's company, California Pacific, which at for a Computerland store and was exposed to an that time was about the largest in the industry. Apple II+. Wow! Graphics! Immediately I wrote a Some months later California Pacific began to have game with perspective-view dungeon graphics. I financial troubles. It was time for me to move on. I called it Akalabeth. The owner of the store con- was pleasantly surprised when many other publish- vinced me to publish it myself. So I spent $200.00 ers contacted me wanting to produce my next Ul- (a great sum of money at the time) on ziplock tima! The problem was, and still is matter of fact, packaging which was the industry standard at the that I get very personally involved with my games, time. In just a few days I had sold about five of wanting the end product to look and "feel" a spe- my first 200 units when the store owner sent a cific way. For instance, I wanted a cloth map en- copy of my game to a publisher called California closed in a nice box, rather than just the ziplock Pacific. A few days later I got a call from Califor- with a disk in it. Not may publishers were willing nia Pacific saying that there were tickets waiting to market my game with that much detail. Sierra for me at the airport! I then flew to California and On-Line liked my idea and agreed to package Ul- signed a contract and... tima the way I preferred and that's how I agreed to sign with them. Sierra did very well for me but CGW: Why do you write as Lord British? they did not seem very "author friendly" to me, and LB: In fact, I was born in Cambridge England. I never really knew if I was getting a fair shake. So But that's not where I really come from. When I my brother Robert, (another Sierra first learned fantasy games I was at Oklahoma Uni- author as well as college roommate), and I started versity for high school summer studies. When I first Origin Systems. arrived at the dorm, other students would come into my room and say "Hi". Of course I would say "hello" back and they would blurt out "What?... CGW': Tell us about Origin Systems. Hello!? No one from around here says 'Hello'. You LB: My brother, Robert, is the president of the must be from Britain or something... We'll call you company and is really perfect for the job. He grad- British!" Well everyone that summer was similarly uated from Rice University with a double major in dubbed with a nickname, and I began to call all of Electrical Engineering and Economics. He went to my fantasy characters LORD BRITISH. Stanford for his Masters in Engineering and Eco- nomic Systems, and then to The Sloan School of CGW: To date, you have had three publishers. Management at MIT for a Masters in Business. Ini- Why? tially, our programming staff consisted of only creatures and an expansive component-based magic system. You start the game with one player and build to a party of eight non-player characters from within the game or from characters you meet along the way. You can be ambushed at bridges, while camping, or at inns. The dungeons have de- tailed rooms with traps, disappearing walls, fire pits that open suddenly, secret doors and more! There are new weapons with neat graphic effects, hun- dreds of individuals in the game capable of inter- active dialog and a huge plot that unfolds in great detail as the game is played.

CGW: The beginning of Ultima IV is unusual, somewhat reminiscent of a hi-res adventure. How does this work and what effect does it have on the game? LB: Well, Ultima IV is probably one of the only games where the disk is booted first and the docu- mentation read later. In Ultima IV it is intended that it be you, the player, traveling in the lands of Britannia. Since this is a game about the player's personal virtues, it is very important that one al- ways identifies with the character and feels re- sponsible for that character's deeds and actions with Britannia. To facilitate this I wrote the introduction to slowly pull the player into the fantasy, then ask the player questions about his or herself so that the computer can put together a profile of how the player feels he or she is (or would like to be) in real life. With this profile the computer generates a custom character that best matches the player's personality. Further, this will decide who the player myself and Chuck Bueche. Chuck has been a good is, the type of character (fighter, mage, etc.), at- friend since high school, a fellow fantasy gamer tributes (strength, intelligence, etc.) and where in and has been published through the same companies Britannia they will start the game. Because of this, as me under the name, "Chuckles". the game will unfold differently for each player. When we started OSI it was probably the worst possible time for a new company start-up (even CGW: Where did the idea for a game about more so for a software company) since the 1983 virtues come from and why did you do it? computer industry shake-out had just started. For- LB: Two things. First, about two years ago, I tunately the name Ultima was familiar to distribu- saw a show on television that talked about the tors and Ultima III, our first product, was picked concept of an in many Eastern Religions. up right away. Today our staff has grown to about The show described how these certain religions be- 20 plus, including a dozen or so programmers and lieved an Avatar to be a perfect being who had translators both out and in-house. achieved purity in 16 traits. Well, the dictionary definition of an Avatar is approximately, "The in- CGW: What about your relationship with Elec- carnation of any particular belief or philosophy." tronic Arts? This show set the game design wheels in motion. A LB: Origins Systems is still a pretty small com- second major factor is more difficult to explain. pany compared to some, and certain major store You see, when I began writing Ultima's I was 19 chains like Toys-R-Us and Sears only want to deal years old and just out of high school. I was writing with a few (very few) publishers. That makes it for the fun of it (as I still am mainly), but that was difficult for us to get our product onto their all. Now, as I have sort of grown up the ripe old shelves. Electronic Arts, now distributing our prod- age of 24 I receive things like fan mail! People ucts, can reach these places and markets. But we write to me about things they have read into my still handle all other aspects of marketing, adver- games; things that I never even put in there, not to tising and development. This agreement has done mention things that are. This has made me sit back very well for both Electronic Arts and ourselves. and take a more responsible look at what I am do- ing. Personally, I do not believe all the flak that CGW: Now, let's talk about Ultima IV. How goes around in some circles about the bad effect does Ultima IV differ from previous Ultimas? fantasy games have on kids, but, no doubt, even LB: Well, to begin with, the world in Ultima IV my game has some little effect on some lives. is 16 times larger (256x256 tiles compared to Therefore, I feel that it is very important that this 64x64). There are many new things like terrain effect be a net good rather than a net bad. As an encumbrance, mixed monster parties of up to 16 example, in all of the other Ultima's (and most other fantasy games), even though a player was LB: Yes, it did. I get a lot of mail with sugges- supposed to be a champion of good (versus evil), it tions on improvements and comments of what peo- is often needed if not essential for survival, to steal ple liked and disliked. Very often, if I agree with from the shops. I feel that this is not really neces- the comment or criticism, that feature will be ex- sary and that many other plot twists can be thought panded or removed. By the way, I do answer my of that have a more positive nature - Ultima IV. mail personally, although it may take me awhile to respond. CGW: Why did you settle on the 8 virtues that CGW: Was it consumer pressure that drove you you did? to make the games more complex? LB: Well, I first wanted to find a group of LB: No, seriously, my main motive to write is virtues that covered as many motivating factors as for the fun of it! (Much to the dismay of my of- possible that overlapped the least. After beating my fice, I often go on no-work binges!). I rewrite each Ultima from scratch so that I can add significant improvements. This also has the unfortunate side- effect of making each Ultima take longer and longer to finish. Akalabeth took me only three months, Ultima I nine months, Ultima II one year, Ultima III one year and, finally, Ultima IV two years, to complete.

CGW: Does this mean that it will take you three years to write Ultima V? LB: No. Even though Ultima V will be more work, we now have a larger programming staff at Origin Systems. Many of the routines which I would have difficulty with, will be supplemented by someone else to save time. In addition, since it will likely still take over a year for a new Ultima to be released, we are discussing plans in the meantime to release an Ultima IV: Part II by next Christmas. A new game, but in the same graphic system.

CGW: Is Ultima IV harder to play than previous Ultima's? LB: No, in fact it is easier. This is because it has head for a few weeks, with no luck, I decided to many menu-like displays, and easy to remember use a basic three and found Truth, Love and spells. The game grades itself to the player in the Courage to be not only a good set as far as I could beginning. The first ten thousand moves only gen- tell, but a historical precedence in a number of erate four types of monsters. The next ten thousand other works. For example, in The Wizard of Oz moves only eight types. After that the game breaks the Scarecrow corresponds with Truth; Tin-Man loose! with Love; and the Lion with Courage. With these three, there are eight combinations spawning the CGW: That's not in the documentation is it? eight virtues, but since part of the game is to fig- LB: No, but after playing, you have a feel for it ure these out, I won't go any further. because there will be monsters you never saw be- fore. CGW: Did you find it harder to design Ultima IV because you were changing to a different em- CGW: Some CGW readers bemoan the fact that phasis? you cannot save games in the dungeons. Why is LB: Oh, Yes! Much harder! When you can use that? almost any idea that pops into your head in the de- LB: Well, this is a problem that with each Ul- sign of a game, it is pretty easy to hash out a plot. tima I have tried to solve but have not succeeded... But, when you are restricted to a previously ac- yet. The problem is that to save the game while the cepted category, then say only one out of four character is on the surface I need only to save the ideas fit. If you look closely at the previous Ul- player location, status and surface information to tima's, you can see that they lack much internal the disk and to restore it is simple because it will plot consistencies. The plot elements have little to always be the outside map! In a dungeon or town, do with each other. In Ultima IV, however, virtu- though, I would also have to save the status and ally everything is interrelated in some fashion, plus location of each non-player character or NPC, the I've added much more! status of each trap, the changes in the walls and much, much more... Then, even worse, the program CGW: Did user input have much effect on Ul- would have to restore all of this when you wish to tima IV's design? restart the game. It's a non-trivial problem. CGW: Tell us about the playtesting procedure for Ultima IV. LB: Ultima IV really got a rush playtest. We wanted to get it out by Christmas and so I, being the only one who knew the game well, was the only one to have completed the game prior to publica- tion. We did have a number of other playtesters but none had the time to finish it but me. Basically, we were lucky, but since I write a little and play a lit- tle during development, Ultima's tend to be rela- tively bug-free as they go. By the way, OSI does normally heavy playtest, but we just rushed it on Ultima IV.

CGW: We've noticed that in Ultima IV, battle strategy is much more important than before. LB: Yes, mainly due to two new additions. First, the fact that monster parties can have many dif- ferent kinds of creatures, one should analyze oppo- nents more carefully (i.e. take the wizard and then trounce the skeletons). The terrain encumbrance forces the player to consider how to best arrange his character team.

CGW: It seems that enemy parties are keyed to the player walk around on the outdoor map. I then party size? add the towns and the ability to walk in and out. LB: To an extent. This is to help keep the game Next I add monsters to threaten the player, fol- easy enough for beginner players and tough for lowed by the ability for the player to fight back. large parties and advanced players. Next I add shops so the player can buy weapons to better fight... in this manner I slowly add game CGW: Tell us about the dungeon rooms. elements as they become necessary. Technically, LB: The dungeons themselves are only 8x8x8, this is a bad programming technique, because por- which seems small at first but each dungeon con- tions may need to be re-written when new features tains many 1 1 x11, individually designed rooms. are added. However, one of the major reasons new Each room can contain up to 16 different types of ideas get into an Ultima is because I use things that creatures, traps or other changing features like col- naturally fit into the existing code, needing then a lapsing bridges or fire pits and a number of secret minimum of additional code. This way lots more passages. These rooms are one of my favorite new can be crammed into less space. In fact, the bridge features in this Ultima! trolls that many who have played Ultima IV have seen, were added about one week before the game's CGW: What inspired the reagents in spells? release, when I finally found a spot to put in the LB: In Ultima Ill, I tried to make a magic sys- ten lines of code. tem that was as authentic as possible. I even did research in supposedly real magic books to find CGW: Can you save more than one game? ideas. I made up names for the spells from Latin LB: Yes, all of the player information is stored roots so that they would sound authentic, but what on the "Britannia Disk". If you copy this disk, you actually resulted from that was a magic system that have a back-up at that point. was hard to remember and difficult to use. So, for Ultima IV I wrote the 26 spell names in English, CGW: Is there a clue book? allowing the player to type the first letter of the LB: About the time of this article's printing, one spell to execute or cast the spell. I wanted to add should be available. back some of the complexity, so I put in reagents that must be pre-mixed to cast each spell. I tried to CGW: Earlier you mentioned that you are make the combinations logical as well, such as gin- working on Ultima IV: Part 2. What can you tell seng in healing type spells, and garlic in warding us about that product and what can you tell us types, etc. about Ultima V? LB: Not much since I am only in the concept CGW: How do you develop the plot for an Ul- phase on both of them. The whole plots change on tima? And how are they written? a weekly basis, but if anyone has any neat ideas, LB: I program in just the way you are not please write! [Ed.: Richard can be reached at Ori- taught to program in school. Most of the plot's de- gin Systems, 340 Harvey Rd., Manchester, NH tail is not decided upon until it comes time to put 03103]. Oh, also some of you may know that for it in. The first thing I do is to decide what major Ultima IV I included many NPC's submitted by features in the graphics I want, what the capabili- Ultima players. I will probably do that again, so ties are, put them in and work on that. Then I let keep your ears open! DREADNOUGHTS

To obtain the highest score you must find and destroy the WS-8 convoy. You can do that be steaming your ships south-west straight into the southern convoy route at the very first moment you leave Norway. You will encounter the target convoy on the second day by using your search planes and by patrolling. Do not be surprised if you notice that there are battleships and cruisers near the WS-8 convoy. Go ahead and engage them. After they have been dispatched concentrate your guns on WS- 8 until it is completely destroyed. By now victory is yours even if you lose both of your ships. Increase your score by sinking other convoys and escorts. Y.M. Lai Hong Kong FIGHTER COMMAND

A good RAF Commander will use patrols effec- Strategically Speaking tively. The Luftwaffe needs to negate them some- how. Here are some tips that may help. If the British player does not place patrols until the two minute clock starts running, use single squadrons from Norway as feints. Set the turn around point and offset points well out to sea and away from radar stations. Time over target for the first feint is 0630 and space the others out about an hour apart. This will keep the warning "ENEMY ACTIVITY - RAIDS EXPECTED SOON" and the two minute clock running constantly. Strategically Speaking covers strategy game tips, The British player is forced to keep patrols up including tips on wargames, sports games, economic from dawn to dusk, the Luftwaffe can see the en- and other "real life" simulations, and classic style durance of the patrols and plan raids to hit during games. the changing of patrols (hopefully catching some DISCLAIMER: The tips printed in SS are those squadrons on the ground refueling. of the authors. We try to avoid printing tips that * * * don't work, but we cannot playtest all, or even The first time a fighter sweep is intercepted by most of them. So, let the player beware. the British player he is informed that it is a sweep We pay $5.00 for each Strategically Speaking tip and will not intercept with other squadrons. The used. Presently the bulk of tips submitted to CGW Luftwaffe should pick a coastal target for a raid, are on wargames. We also need tips on other types send no bombers, but send ME 109s including the of strategy games as well. Tips can be mailed to squadron that can dive bomb. Pick the target and Strategically Speaking c/o Computer Gaming World, the offset point as if this were a fighter sweep P.O. Box 4566, Anaheim, CA 92803-4566. Try to (which it is). Interceptions of this raid will only keep tips under 250 words if possible. encounter fighters, but the British player is not told it is a fighter sweep and should assign more inter- cepts. CRUSADE IN EUROPE Mike Briggs Ft. Leonard Wood, MO With play balance set on FAIR, the allies run into difficulty with the crack German units de- fending the Normandy beachhead in the assault scenarios. The allied player can generally get an early breakout by ignoring the British sector en- tirely (i.e., instructing the British divisions to DE- FEND). Then, the allies can overwhelm the two German static divisions on the Cherbourg penin- sula, capture Cherbourg with two U.S. divisions, wheel around behind the tough German 91st in- fantry division, and isolate it. Avranches is only 30 miles (five squares) away at this point, and the German cannot both defend this critical city and keep a strong defense in the British sector.

Bob Beck Hanover, NH

Tooling Through the Solar System with The Halley Project by Gregg Williams

I was there, I tell you. I was about 3 million edge of the solar system and your skill at piloting a kilometers away from Saturn, my ship turned 90 spacecraft. degrees away from the planet to set myself into an A training mission comprises one or more legs, orbit. Once I had my speed set (a leisurely 10,000 each of which gives you a destination somewhere in km/sec--I was searching for the incredibly elusive the solar system; each mission starts and ends on moon, Iapetus), I turned my viewport toward the the top-secret research base inside Halley's Comet. planet and saw it! Saturn, looking like a gigantic In each leg, you have to navigate your ship to the crescent moon. And there, nestling in the dark destination, then orbit the planet (sometimes around between the crescent tips of Saturn, was one of its its dark side) until you hear the homing beacon of moons, itself a crescent, a shockingly beautiful echo the landing area and activate the ship's automatic of the immense planet behind it--it was magnifi- landing system. The simpler missions have two legs cent! As my ship sped past, the crescent moon crept with unambiguous destinations (like "Earth"); later outside the circle of its mother planet and became missions have as many as six legs and vague de- just another planet against the unchanging back- scriptions ("any planet or moon warmer than drop of the stars. The game for me was almost Callisto") that will send you scurrying to an astron- over, but I would never forget the beauty of that omy book or encyclopedia. Since you can save the unexpected moment (or several others like it), game only at the end of each mission, plan to spend which had made the long journey worthwhile. up to an hour on the early missions and as much as The Halley Project: a Mission in Our Solar three hours on the later missions. System from Mindscape (created by Tom Snyder Productions), is a real-time game that takes place in a simulated solar system. The game runs on the and Atari 800 family of computers (I played the Atari version); for more details, see the end of the article.

Training for the Halley Project

When you rip open the top-secret diplomatic pouch, listen to the briefing tape, and read the mission dossier (The Halley Project's packaging is very much like Infocom's), you discover that you have the opportunity to qualify for the top-secret Halley project by completing ten training missions of increasing difficulty that test both your knowl- Editorial Comment all of nature, the night sky, is being increas- ingly destroyed as each year goes by. Go out and take a look at the night sky from your By the time you read this Halley's comet backyard. How does it compare to the sky you should be approaching it's best appearance. remember ten years ago? No, your memory is Unfortunately, as you probably know, the view not trying to compensate, the sky really was from the Northern Hemisphere will not be that much darker back then. And ten years great. Not only is the geometry for good view- from now it's going to be that much worse! ing poor, light pollution will have its negative I for one want my children to be able to see effect as well. the Big Dipper when they are old enough to When Halley last passed our way (in 1910) it pick it out among the stars. But that may not be could be seen from downtown New York City. possible in the future if we do not get on the Today, in some places in the United States, the ball and begin to insist on sensible lighting laws moon is all that you can see from downtown. which calls for low-sodium street lights, ground There is a great tragedy here. Naturally we directed lighting (that's where we want the light are concerned about the destruction of our en- anyway), and a re-evaluation of the erroneous vironment here on earth. We pass laws to pro- tect endangered species and preserve our philosophy that makes us want to "light up the night". wildernesses. But the most majestic display in Russell Sipe

Travel toward the constellation, and blast off! (The Halley Project authors have made several Your Starbird spaceship has two means of trans- simplifications to the game. One is that all the portation. Normal thrust can get you from 0 to planets in the solar system lie in the same plane. 300,000 km/sec in 20 seconds (how's that for ac- Another is that the twelve constellations of the zo- celeration?). Your brakes (which sound like a diac form a band that encircles the solar system. braking ostrich in Joust) half your speed each time The game includes a star-map strip that you use to you use them. identify the constellations you see out your view- To travel really long distances, you accelerate to, port. Two other simplifications, the absence of then past, the speed of light; this kicks you into Saturn's rings and some of Jupiter's and Saturn's hyperspace, through which you travel at the re- moons, were made because of the limitations of 8- spectable pace of about 50,000,000 km/sec until bit microcomputers.) you jump out of it. (A meter on the screen tells You use your ship's radar screen to determine you how far you've travelled.) the distance and direction to your destination. It's a In both modes of travel, your thrust is toward versatile little device that shows part or all of the whatever's in your viewport. You can, however, solar system (depending on joystick movement), rotate your spaceship to look in any direction. If with your ship always at the center of the screen. you apply thrust towards a different location, your Unfortunately, budget cuts in the space program ship's trajectory becomes the vector sum of the also resulted in the installation of a medium-priced component thrusts. radar that leaves out the computer-generated anno- tation of each dot on the radar screen. So, turning Navigating again to your trusty astronomy book, you deduce where you want to go by finding the sun on the It's here that you begin to suspect that your radar screen (it's brighter than the other dots) and Starbird was built under government contract by counting out the desired number of planets. the lowest bidder. No digital navigation readouts Once you find your destination, you adjust the here. In order to navigate, you find out what con- radar image until the dot representing your desti- stellation is behind your destination, aim your ship nation touches the rim of the display. Then you can read off the distance to it (in millions of kilome- ters) and the name of the nearest constellation. You then align your ship so it's pointing toward the right constellation, jump into hyperspace, then jump back out (you hope) close to your destination.

Depending on how skillful you are as a naviga- tor, you may need to make two or more hyperspace jumps to get within 25 million km of your destina- tion. (25 million km is about the shortest hyper- space jump you can reliably make without over- shooting your destination further than from where you started. Anyway, at just under light speed, you can travel a million km in about 3.5 seconds. This is almost as fast and, unlike hyperspace, you can make in-flight corrections to your destination.) Landing skills. If you crash on a planet, you are hospitalized for a month (the positions of planets and moons When you get sufficiently close to a planet, your shift accordingly) and you are released with 5 min- on-board computer identifies the name of the utes added to your score (which is a rather severe planet in the center area of your viewport and penalty). gives a running tally of your distance from it. To land, you must get within 100,000 km of it and circle the planet until you hear the homing beacon What is The Halley Project? of the landing area. I found you often had to orbit Frankly, I don't know yet. Once you qualify for as low as several thousand kilometers to find the beacon, and doing that on the dark side of the it by completing all 10 missions (which I did), you send a registration card in to Mindscape with a se- planet (where you can deduce the planet horizon only by the absence of stars) is no small task! cret number revealed to you at the end of your Once you hear the homing beacon, you must ac- tenth mission. According to Mindscape, they will tivate your ship's automatic landing system before be sending the information needed to start the final you get out of its range--it's very frustrating when mission, the Halley Project itself, starting in January, 1986. you lose the signal and have to run after it again. Though Mindscape wouldn't reveal any details of the final mission, my guess is that it will have to do with the comet directly (after all, the 10 training missions do not, except in using the comet as the start and end of a mission). Also, note that that January date coincides with the beginning of the comet's maximum visibility in the sky. It's an in- teresting gimmick, but a frustrating one to most gamers--even gamers who buy the game later in 1986 will still have to wait "about 5 weeks" for the final material to be delivered. I won't be surprised if Mindset gets some threatening letters from irate customers! If the final mission is sufficiently interesting, I'll report on it in the Atari column of CGW as soon as I can in mid-1986.

Did someone say "Educational"?

I haven't said anything about this being an ed- Moons ucational game, though it obviously has educational value. As in most Tom Snyder Productions games, Oh, I didn't tell you about moons, did I? In the education that takes place is so seamlessly a many cases, your destination will be a moon. Moons part of the game that it doesn't call attention to it- are just like planets--except (heh, heh) they don't self. This is not an educational game--rather, it's a show up on the radar. To get to a given moon, you great game that encourages you to pick up some should navigate to the planet the moon circles, then facts along the way. visually search for the moon, which your viewport The thing I like most about this game (as with will identify once you are close enough to it. The other simulation games) is that it teaches you the further a moon is from a planet, the harder it is to facts of experience, not the facts of book-learning. locate it unless you're in approximately the same I still may not know the name of the fourth moon orbit as it is--keep your reference books handy! of Jupiter, but I do know that, near Pluto, the sun is so far away that it's hard to see anything; I also Scoring know that the innermost moon of Jupiter whips by so fast it's hard to land on. By encouraging "doing" The authors of this game have devised a clever, rather than "reading/memorizing" skills, this game useful way of scoring your performance. Your also encourages the development of general prob- score, which you try to minimize, is the number of lem-solving skills. seconds (excluding hyperspace jumps) that your (To enrich the learning experience, the mission ship is in motion during a mission. Because your dossier for this game includes a short bibliography score does not increase while your ship is at rest, of astronomy books and magazines and fiction the game encourages planning and efficient flight about space. It also explains the simplifications plans and minimizes the value of traditional arcade made in this game and give some pointers on find- ing the constellations used in this game in the sky.) once, not including the final mission (whatever that turns out to be). The planets are randomly placed at Conclusions the beginning of each mission, and you can replay each mission as many times as you like. Obviously, I like this game. The simulation is Until faster-than-light travel is discovered and accurate enough to be instructive but not so de- used by commercial airlines, this simulation is the tailed that it is unplayable. I also like the way the best way I know to drive through the solar system. game looks and sounds (the game adds a percussive And I'm proud of myself--this is one of the few soundtrack whenever you get near a planet--a typ- video games I can finish. Program details: "The ical Tom Snyder touch). Halley Project," $49.95, from Mindscape, 3444 I also like The Halley Project because it gives Dundee Rd., Northbrook IL 60062; includes a sin- me a whole new universe to explore and because it gle disk with versions of the program for both the has much more depth than the simplistic scenarios Commodore 64 and Atari 800 series computers. A of simple shoot-'em-up arcade games. This game new version of this game for the Amiga computer has enough richness in it to fantasize about--"There is promised, price unknown. The Halley Project I was, three million kilometers away from Saturn," I was created by a team at Tom Snyder Productions recounted to coworkers, "and the planet is still so headed by Omar H. Khudari and Thomas F. F. big it fills most of the screen...." In some ways, Snyder describing The Halley Project is like describing yourself inside a challenging adventure game--you Gregg Williams is a technical editor for Byte have to know where you are and how you got there Magazine as well as our Atari Playfield columnist before you can figure out what to do next. during those times when he is not flying around the The game gives good value for the money--I solar system. spent about 20 hours getting through each mission SILENT SERVICE

Designer's Notes by Sid Meier of MicroProse

A long winding path usually leads from the first number of potential battlefields. We created a map- wildly ambitious design goals of a computer simu- ping system which includes the entire Western Pa- lation to the finished product. Occasionally, though, cific ocean. Engagements may take place anywhere a project services intact, refined by the rigors of in this arena. The player can zoom in on any por- development but unchanged in its essentials. Fortu- tion of the map until the screen displays an area of nately for all concerned, Silent Service proved to be only 8 miles by 5 miles. The computer generates such a product. In this article, I will discuss the water depths and bridge and periscope views that major design decisions which initially defined are consistent with the map location. Silent Service and discuss the features which re- sulted. A second key factor that introduced variation into submarine warfare was the sheer variety of Silent Service is a detailed simulation of subma- tactical situations which faced skippers. Night at- rine warfare in the Pacific during World War II. tacks differed greatly from daylight attacks. The player commands a US submarine in actions Weather, water depth, and equipment capabilities that range from a single attack on a convoy to a each affected the captain's tactics. "Dud" torpedoes, war patrol lasting many weeks. Play proceeds in deep diving pressure hulls, underwater temperature real-time during the action and accelerated real- gradients, and varying visibility conditions all con- time in the times between. tributed to an infinite variety of tactical situations.

This last feature, the accelerated-real time, was A third key factor that introduces variation is designed to overcome the difficulty that has beset the fact that equipment on both sides evolved con- most previous computer submarine simulations: the tinuously. Silent Service's scenarios encompass the fact that submarine warfare is so episodic, with numerous changes that took place during the war. moments of frantic activity following weeks of For example, prior to 1944 US submarines used 46- routine activity and hours of careful stalking. As a knot -propelled torpedoes, which left a bub- consequence, designs have tended to simplify and ble trail on the surface which pointed back towards distort the situation in order to create a more ar- the submarine. Only in 1944 were electric torpedoes cade-like feeling. In contrast, our first design deci- which left no trail introduced. The pre-1944 skip- sion was to make the simulation as realistic as pos- per could count on an immediate counterattack and sible. We were convinced that a realistic simulation would generally begin his escape as soon as his tor- including all the key factors in commanding a sub- pedoes were fired. With electric torpedoes, a more marine would contain more than enough interest, deliberate attack was feasible. But by late 1944, challenge and excitement. most Japanese escorts had surface radar, which once again changed attack tactics. One key factor was the immense size of the war Our second basic design decision was to place theatre, which presented skippers with an endless the player directly into the role of submarine cap- tain. This role requires that a great deal of infor- No simulation would be complete without a dan- mation be readily accessible. To facilitate the pre- gerous, crafty, and relentless enemy. Silent Service sentation of this information we implemented the includes a sophisticated simulation of Japanese es- "battle station" concept. Each battle station is rep- cort tactics, both their strengths and their weak- resented by a separate screen which displays related nesses. Central to this simulation is the concept of information. The "Maps and "Charts" battle station "limited intelligence;" the escorts can only act upon contains the maps of various scales along with the information which they would actually know. Com- most current information as to the position of en- bined with realistic game mechanics, this rewards emy ships and escorts. The "Bridge/Binoculars" bat- the well planned approach, the best firing position, tle station provides a wide-angle view of enemy and other sound submarine tactics. A sub can only ships and nearby islands or coastlines. The survive if it makes maximum use of stealth and "Periscope" battle station includes a magnified view surprise. of target ships, the Torpedo Data Computer readout One of the constants in the design and develop- (range, speed, target course, etc.), and the report ment environment at MicroProse is our focus on from the target identification party. The "Gauges "real-life simulation" products. That is, products to and Instruments" battle station displays fuel levels, which the player responds not only to what he sees battery charge, torpedo status, depth and other vital on the screen and reads in the documentation, but information. Finally, the "Damage Control" battle also relies on his own experience, reading, and station indicates which components have suffered knowledge to enhance the game play. Another con- battle damage. stant is to leave the game design flexible and mod- In playing the game, the player utilizes each ifiable until the very last stages of development. battle station in turn to plan and carry out an at- This allows us to improve and fine-tune the game tack. The Maps and Charts are generally used dur- in those areas which are clearly identifiable only ing the approach to the enemy convoy. From the near completion, namely user friendliness and bridge, the captain examines the convoy and selects playability. We are confident that Silent Service will his target. The deck gun can be fired if the target appeal to computer garners who want realism, de- is small and unprotected, or a Japanese escort tail, and depth along with smooth arid fast paced catches the sub on the surface. The periscope pro- play. vides bearing and range information as the captain (Mr. Meier's previous designs include F-15 chooses the optimum moment to fire the torpedoes. Strike Eagle, Solo Flight and the Command Series This compartmentalization assures that a great deal system used in Crusade in Europe and Decision in of information is available while allowing the the Desert. All are published by MicroProse Soft- player to focus on the specific task at hand. ware). mothership, and which to dismantle for points as you try to strengthen your ship for battle against fiercer Guardians in the higher levels. If KR is a game, it is also a puzzle--there is so much about your ship, the Guardians, and modules that you have to deduct or learn through trial and (much) error that observation and strat- egy that arcade skill alone isn't enough to get you through this game. I didn't like KR because I spent so much time in the time-honored "try something, get killed, restore a saved game" cycle so familiar to adventure players. The Guardians are too ruthless too early in the game for me--I spent al- most as much time restoring my last posi- tion as I did playing it. Also, I found my- self taking notes about everything to get an edge on this game, and I found it more work than fun. I also had some mechanical problems with KR. In what may have been a delib- Atari Playfield erate design decision, your ship starts moving forward when your cursor touches the top border of your view window--this makes it virtually impossible to shoot at Guardians while standing still. Also, the disk holds only one saved game, and it does it on the (copy-protected) master disk. I anticipated problems and made a copy of the KR disk--it didn't boot, but I could save games to it. When the unex- pected happened--the program messed up GREGG WILLIAMS the KR disk and wouldn't accept a saved game--I substituted the copy and found that I could play the entire game from the floppy. My advice is to copy the KR disk and use it to start the game, then substi- LUCASFILM'S SECOND WAVE use variations on it--hills and valleys in tute the copy. Koronis Rift, cave tunnels in The Eidolon- Lucasfilm's first two games, Ballblazer -with outstanding results in both cases. Still, I have to say that the graphics and Rescue on Fractalus, were originally and sound in this game are outstanding, conceived by the Lucasfilm design team as KR (as I'll abbreviate it) is similar to and the game's premise is imaginative. Its throw-away exercises; instead, the results Fractalus--from a ship orbiting a planet, skill/strategy/study balance is interesting, were good enough (by their high stan- you make repeated forays over the planet but I didn't enjoy interacting with it; you dards) for publication, and the Atari and and return to the mothership. In Frac- may. The "depth" of the fantasy is out- Commodore 64 communities gained two of talus, you were looking for pilots to rescue; standing, second only to that of an inter- the most unusual and state-of-the-art in KR, you are looking for the hulks of active adventure, but this game has color games ever made. Consider the fact that ships abandoned long ago by a legendary graphics and plays in real time! It's a the two new games, Koronis Rift and The "confederation of over thirty different unique challenge, but definitely not for Eidolon, are the first two games that Lu- races" called the Ancients. When you find everybody. casfilm meant for publication. The result, such a ship (and, by the way, shoot down interestingly, is two games that give a all the Guardian saucers protecting it), THE EIDOLON "deeper" fantasy than the first two but you send a robot to loot it for technologi- that are not as easy to like. Both of the cally valuable modules. AAAAAAAARRRRRGGH! Excuse new games are simulations of alien envi- me, but I just had to get that out of my ronments; perhaps we're seeing an example I have seen the future, and it works: system. I have two 48K Atari 800s and a of the old detail-versus-playability trade- your ship has six slots that will accept 48K Atari 400, and I can't play Eidolon! off. I could wholeheartedly recommend the Ancient module designs--no problems with Why? Because if you look in the fine print, first two games to anyone; I don't like compatibility here! Modules are identified the packaging says "requires 64K"! This these two, but you may. (Both games are by two symbols: the first indicates its pur- means that Eidolon is playable only by $39.95 each and are distributed by pose (if you're lucky--you have only a owners of the 800XL, the 1200XL, and the (1043 Kiel Ct., Sunnyvale CA 94089).) partial list of module types and often must two new Atari XE computers; Atari discover a module's function), the second, 400/800 owners, your computer can't run the race that built it. (In addition, the this game. color of a symbol also makes a difference.) KORONIS RIFT Back in the mothership, your Psytek robot If you don't like the puzzle aspects of can analyze a module (giving its value and KR, you'll really be annoyed (as I was) by its efficiency and power ratings), dismantle Eidolon--you have to use the same "die One of the most amazing technological it, or store it for later use. until you learn the rules" strategy as in feats in Rescue on Fractalus was the cal- KR, but this game doesn't have a save- culation and display of a fractal landscape game feature. in real time (fractals are mathematically You can play KR to maximize your The Eidolon is a mysterious machine derived shapes that look like many irregu- score and/or to get to Rift 20 (hah! I built by a long-dead Victorian scientist. lar shapes—mountains, for example--in couldn't get past rift 4!) and destroy the When you activate it, you're suddenly nature). Well, Lucasfilm must be deter- Guardian base. So the game becomes one transported to a maze of underground mined to get their money's worth out of of getting modules and knowing which to passages. The rules (told as a series of di- that code, because both of the new games install in your ship, which to store in the ary entries by its inventor) explain that you may meet a half dozen or so fanciful critters, that you can shoot fireballs of four colors (each with a different effect), that you may find jewels of three colors, and that you must overcome a dragon to get to the next level. The documentation hints at there being seven levels, with a final chal- lenge past the dragon on level 7. Of course, the critters guard the jewels (of which you may need some or all). The documentation implies that you can simply sidestep some of them, but I never could get past them and had to blast them to pieces (honest). I mean, really, I think this game suf- fers from a lack of imagination. You get transported to god-knows-where in this machine and you basically shoot at ev- erything in sight. Is this a reasonable--let alone responsible--way to explore a new world? I feel sorry for one critter in particu- lar--it looks like a goofy Viking dwarf, and its eyes bug out and it makes a wonky sound when you shoot it. As my friend Rick Grehan said, it could be saying, "Wow, you're the first person I've seen in ten thousand years, will you be my friend? Let's go get a milk shake and—ow! What'd I do? Stop that! You're killing me! AAAACCCKKkkkkkk...." Two other constraints lead to an in- teresting strategy twist. You have two re- sources you don't want to run out of in this game. The first is time: you have to finish a level before the clock counts down to zero; if you don't, the game (and your hard-earned progress) ends. The second is energy: contact with both the critters and the fireballs decreases the energy the Ei- dolon has; when that drops to zero, you're taken back to "reality" and get to try the same level again. This results in an inter- esting stay-alive strategy: deliberately killing yourself (you can't always do it) just to keep the game from ending. Weird. My overall reaction is much the same as for KR--great sound and graphics; I don't care for the game's balance, but you may. Mapping each level is essential for people who don't have an uncanny sense of direction.

CONCLUDING REMARKS If either of these games interest you, go out and buy them! They're definitely in the top 10% of , and we need to vote with our dollars to encourage Lu- casfilm Games (and Epyx) to create Atari versions of future games. (Both games are packaged with both Atari and Com- modore-64 versions, and I'm sure you re- alize that the C64 is the machine that games are designed for--with Atari trans- lations only if it makes sense economi- cally.) In fact, it wouldn't hurt to write Epyx expressing interest in seeing more Atari games. CGW didn't get in any Atari ST games this month, so there's nothing to report on there--maybe next month. Also, I did receive the copy of Fooblitzky I bought (it's a multiplayer game with sim- ple graphics, from Infocom). As they claimed, it is a lot like a mixture of Clue and Mastermind. I've only had time to play it once, but it was interesting--I will definitely cover it in fuller detail next month. Until then, remember--no matter where you go, there you are. Activision: Hacker, Mindshadow, and Borrowed Time. These games had just recently been released for other computer systems, and now with en- hanced graphics were released for the Amiga. All three are graphic adventures. New Amiga owners, AMIGA anxious for any software to play with on their machines, bought out initial shipments. Users were pleased with what they saw and heard. But where PREFERENCES were the games from EA (Electronic Arts) that had been advertised so much even before the Amiga was available? Next to appear were three text adventures from Infocom: Wishbringer (Beginner Level), Spell- A New Column breaker (Advanced Level - third in the fantasy tril- ogy of Enchanter and Sorcerer), and the year's fa- vorite, Hitchhiker's Guide to the Galaxy (Standard Level Fun). The text and flavor of the games re- mained unchanged, but the play was greatly en- hanced. Nearly all Infocom games are designed to the Roy Wagner limited disk capacity of 160K. An Amiga disk holds 880K and the Amiga comes with 256K of memory. Thereby an entire Infocom disk, program Listen to the crowds, the vendor selling, the and data are loaded into the Amiga. This means no referee making his calls, the ball against the floor disk accesses and fast play! Games in progress can and up in air and through the basket --- SWWIISH, be saved using a thirty character text name and two points! But you're not at a basketball game over thirty games can be saved to the Amiga disk away from the security of your computer. No you that contains the game. An Infocom adventure is on your Amiga. Sounds are playing One-on-One always fun, but on the Amiga it is a real pleasure. you have to hear to believe. Graphics you have to But where were the EA games? see to know that the Amiga is not just another The answer came soon. The earlier games re- computer, but rather the ultimate game machine. (II leased were able to use the initial operating system functions as an excellent business machine, but release (1.0). With release 1.1 right around-the-cor- that's a ball in another court.) ner, EA had been using 1.1 for the final design of The first games to make it to market were from it's production release. This meant the EA titles could not be released until the users had 1.1. The games.) This game with it's many play options is corner ended up being a LONG block away for it still fun to play. was nearly a month from talk of the release of 1.1 to it's actual release. Even then EA sent their initial Seven Cities of Gold is the simulation of the ex- titles to the dealers and many were sold before the ploration of North and South America during the users received the official Commodore 1.1 upgrade 15th Century. It includes sailing the Atlantic, en- package. counters with regional natives, trading for gold, establishing missions and forts. The Amiga version is too faithful to prior versions. It appears graphi- The first Electronic Arts software release was cally the same and the sounds are only somewhat not a game, but Deluxe Paint, a super sophisticated better. My major objection is that the game uses a painting, drawing, coloring and electronic sticker separate 880K disk for each map. This is extremely book. EA released this sensational tool before wasteful and unnecessary! Also instead of using Commodore/Amiga's Graphicraft, a similar product. game port two (the available port), this game re- The delay of the latter was mainly due to a transfer quires you to remove the mouse and use that port. of the product from it's initial developer Island The game plays smoothly. Aside from these minor Graphics to Aegis. The extensive features of Deluxe grievances it is an excellent teaching tool. Paint will be hard to equal for any other product that produces static color graphics. EA and other Archon is a cross between chess and fantasy role companies are also working on animation products. playing. One's strategic moves are made upon a chess like board using various fantastic pieces. For games, EA initially released three of it's When a piece is "taken", the final taking must be award winning classics with enhancements added resolved in battle in an arcade like arena. The con- for the Amiga. version of this game was done by two of the cre- ators of the original game (Jon Freeman and Anne One-on-One is a one/two player (Julius Erving Westfall). The graphics and sound are superb and and Larry Bird) basketball simulation. As men- subtle. The game plays very nicely on the Amiga, is tioned above, it has tremendous sounds obtained by interesting, challenging and enjoyable. A very nice digitally sampling real sounds. The game options conversion done well for the Amiga. are selected from pull-down menus (using the wrong Amiga mouse button!). The background graphics are well done. However, as with prior It's time to put the cover back on our Amiga. versions, the player movements and actions handled Next time we will hopefully be reviewing new with a joystick do not give the feeling that one is games making their first appearance on the Amiga. really in control. (EPYX does a much better job Until then, listen up, that sound you hear is coming with their control even on a C64 in Summer/Winter from your Amiga.

by Scorpia

"Spock, scan for life readings". by yourself, either; some familiar faces can be "Scanning....no indications of life, Captain". found among the crew: Spock, McCoy, Scotty, "Kirk to Transporter Room". Uhura, Chekov. You can take any or all of them "Renner here, sir". down with you. "Beam us up". "Energizing...". Now, a word of explanation for those of you who might not have seen 'Star Trek II: The Wrath of Khan'. In this movie we learn about the Does that bring back fond memories of the days Kobayashi Test, which is given to cadets at Star when the USS Enterprise roamed the far reaches of Fleet Academy. A pretty silly one, actually, since the galaxy? Did you ever yearn to sit in the Cap- all it does is measure how well you die; there is no tain's chair, secretly believing you could do just as way to come out alive (short of rigging the com- good a job, if not better, than Captain Kirk him- puters, which is what Kirk did, hehe). Of course, self? Well, here's your chance to find out, because this is all done in simulation; as McCoy might say: the above dialogue is not from the show, but from "He's not REALLY dead, Jim". 'Star Trek: The Kobayashi Alternative', a new game published by Simon and Schuster (yes, the book As I said, pretty silly; it takes more than being people). able to die nobly to make a starship captain. And so: The Kobayashi Alternative, a revised test, to see There have been Star Trek-type games before, if you really have what it takes to sit in the cap- but they were all of the same mold: you flew tain's chair. It is a fair test; you have a chance of around the galaxy, looking for Klingons to blast coming out alive and successful, providing you use into space dust. They were shoot-em-ups, plain and your head. If you don't.... simple. No landing parties, no contact with strange alien life forms, no problems to solve. You might So, you inquire, what is the test? Funny you just as well have been in the USS Clunker. should ask. Did you notice a name missing from the This one is different. The Enterprise is here, in list of crewmembers above? Like maybe, Mr. Sulu? all her glory, from Sick Bay to Engineering, from He's not on board the Enterprise. Where is he? Ah- Kirk's Quarters to the Shuttle Deck. The Trans- hhh, THAT is the question of the day. No one porter Room is here, too, and you will be seeing a knows. The ship he is temporarily commanding, the lot of it. While there will be some Klingons to USS Heinlein, has vanished in partially-mapped fight, most of your time will be spent in beaming space. Your mission, Jim, is to explore that area of down and exploring those 'strange new worlds'. Not space, contact the inhabitants for information, and find out what happened to the Heinlein and its crew. As always, should you or any of your...err, no, sorry, wrong show! And now here you are, sitting in your chair on the bridge, with everyone waiting for your orders. Somehow, it doesn't seem to be quite so easy as you had imagined it would be. Where do you start? You have at least ten planets to visit, and the computer data on a few of them makes you a little nervous. Andorgha, for instance. Two Federation ships have been lost there. Is that what happened to the Hein- lein? Maybe, maybe not. Then there's Tshio. Why is that planet under quarantine? And the inhabitants of Klusos have been known to fire at a Federation ship. What about Malakiyy? There is no real data at all about that one in the ship's computer, making it a somewhat mysterious place. Many possibilities here, some of them perhaps unpleasant. But you have a job to do Captain, so you'd better decide soon where you're going. No one is going to help you make that decision, either. So, read the docs, get all the information you can from the computer, and warp out.

Now, that's Star Trek. The game is, in many ways, a faithful recreation of the show. You really can take the turbo-lift to the different decks, and visit Sick Bay, Engineering, Security, as well as a variety of other places. While you may not need to do this to win the game, the fact that these places are actually there gives a feeling of completion, a feeling that yes, by gosh, this IS the Enterprise! You talk to the crew, too. "Spock, damage re- port". "Chekov, set course for Hastorang". "Scotty, how long will repairs take?". And so on. You can direct crewmembers to go places, perform actions, or provide information, and they will respond ap- propriately.

Each of the planets in the game is a world unto itself; no two are alike. Some, like Hastorang, may seem at least a bit familiar, but don't let that fool you. Beneath the surface, there are many surprises. And a few chuckles, too. The game has a definite (and occasionally sly) sense of humor to it.

Careful exploration of the worlds, and especially speaking to the different aliens, is a must, since this is the only way you can pick up the informa- tion you need to track the Heinlein. However, not every planet has worthwhile data. Some are red herrings, that seem to be important but really aren't, and others have no information at all. It's up to you to figure out which is which. There are no graphics in the game. The IBM version has pretty windows, and the Apple version uses inverse bordering to set off the screen. There are three parts to the screen: the upper half, where you see the results of scans, responses from crew and aliens, and readouts from the computer; a two- line middle section, where you enter your com- mands; and the bottom third of the screen, which shows your current position and heading, as well as status reports on the engines, shields, phasers, and photon torpedoes. Continued on pg. 42 Twenty-eight popular B & W and five ANOTHER ONE ON TRACK color printers, as well as ten interfaces are (FAST TRACKS) supported. Any problems are only a phone call away. The standard system disk also An auto race track game that I missed includes enhancement programs to add on the last loop was the recent release color to your drawings, transmit/receive from Activision of FAST TRACKS. This graphics by modem, edit and animate game is based on the concept of slot cars sprites, and a high resolution plot package and plays like the real thing. It comes with for use from BASIC. 22 predesigned tracks and includes a very Of the many graphics programs avail- nice "Design a Track" option. Several more able FLEXIDRAW is certainly the best very difficult tracks are available from supported by it's parent company. Inkwell Activision by mail. Systems is one of the few C64 companies A joystick is used to control accelera- that notify their registered users of each tion and braking, and left-right movement new release (currently 5.0) and will up- to bump of other cars. Since you are racing grade it for a reasonable cost. Inkwell reg- a slot car, you don't steer but only control ularly adds companion programs to further your speed on the curves. This is a one extend the capabilities of it's standard player game in which you race against program. A FLEXIFONT program offers three other cars controlled by the com- 33 different fonts, a font editor and a pro- puter. You race five laps in order to try to gram to "capture" custom fonts from other better times recorded on the scoreboard. If programs. you do, your name is added to the list. Race tracks, that you create, can be THE COMMODORE KEY Said to be coming soon will be a sent to friends who don't even have the GRAPHIC INTEGRATOR that will con- game. They can then try to beat your best vert picture files from one graphic package times. This game offers a lot of variety and (Koala, Doodle!, Abacus, Micro Illustrator, plays nicely. It comes in a close third to Paint Magic) to another and particularly the Racing Destruction Set from EA and to FLEXIDRAW format. The output from Pole Position. several popular word processors can also be integrated with the drawing. (This pro- KNOCK, KNOCK, WHO'S THERE? Roy Wagner gram was not yet available for review.) (LITTLE COMPUTER PEOPLE)

THE SAGA CONTINUES Another new title from Activision, (LODE RUNNER'S RESCUE) LITTLE COMPUTER PEOPLE, offers an innovative new game concept. Essentially One of the most successful games in it is an interactive doll house. A mild the world is LODE RUNNER from mannered game of random adventure in a Broderbund. In Japan, it is nearly a na- closed universe of a house on your com- tional pastime, with 15 authorized versions puter screen. A resident for this home ar- rives shortly after the game is first started, DRAW ME A PICTURE since it's introduction in 1983. Success comes from it's simple yet extremely chal- checks out the house to see if it is to it's (FLEXIDRAW) lenging nature and variety of play. The likings, and then moves in along with it's original version has 150 different screens, dog. The home provides everything that a FLEXIDRAW from Inkwell Systems is extensive player options, and best of all, LCP (Little Computer Person) might need; a sophisticated, light-pen graphics pack- the option to create your OWN screens. food, water, bed and bathroom. Enter- age. It offers all the features that one Then came Broderbund's release of tainment is provided with a record player, needs to produce and print professional CHAMPIONSHIP LODE RUNNER with tv, piano, library of books, telephone, and quality drawings. It offers multiple line 50 screens and COMPUTER GAMING computer. Using the latter, it is able to widths for freehand sketching, rubber- WORLD's very own disk with 60 screens communicate with you. With you it can banding and point-to-point lines. Arcs, produced by it's readers. play ANAGRAMS or the card games of ellipses, circles and boxes can be automat- WAR or POKER. You are responsible to ically generated. Ten fonts in three sizes keep the LCP supplied with food (for it are available to label your drawing or to Just released from Broderbund is LODE RUNNER'S RESCUE. This sequel and it's dog), water, records, and books. A simply prepare a text only document using different LCP is created for each game the fancy fonts. Symbol libraries for math sends out his brave daughter to rescue him from imprisonment. The three-dimensional disk. This game is based on familiar con- and science, electronic schematics and ar- cepts that we have seen before, but they chitectural floor plans are provided. The display is quite different from what we have seen before in other games. A are brought together nicely. The game is light pen or cursor keys can be used for more cute than fun or challenging. The drawing and/or placing images. An Oops labyrinth of 46 mazes must be traveled to reach Lode Runner's prison cell. These range of activities are limited and not very and Undo feature can stop or remove the exciting, but can be interesting. The last function performed. mazes are displayed from a 45 degree overview with towers, walls and roving "game" is ideally suited for children. It guards. In place of laser blaster, bricks, does a good job of teaching about caring Drawing in FLEXIDRAW is predomi- for another. nantly done in black and white with grey ladders and hand over hand bars; we have stairs, trapdoors, elevators, jumping and tones. A separate program, that is in- LUCAS STRIKES AGAIN cluded, supports the addition of 16 high swimming. Magic mushrooms and cats resolution colors. Patterns, from the many provide extra help. Instead of gold, she Distributed by EPYX, the creative provided or of your own design, can be must gather keys before going on to the people at the Lucasfilm Games Division used to fill in light or dark areas. Shading, next level. have come up with games that are defi- edge outlining and even picture simplifi- nitely impressive. BALLBLAZER, RES- cation commands let you further refine When one loses all of one's "lives", the CUE ON FRACTALUS, THE EIDOLON, your drawings. Two separate work areas game begins again at the last level and KORONIS RIFT all show state of the can be used to transfer (cut & paste) from achieved (not the first screen). This is an art graphics and sound. They all offer ad- option I would like to see in ALL multi- vanced arcade concepts and are well doc- other drawings or the two areas can be screen games. This game also has the much umented. To play successfully will require combined to double your work area. Im- favored option to create your own screens your understanding of their subtle com- ages or cut areas can be rotated, flipped or with an icon screen editor. an excellent plexities. A step beyond the average game video reversed. game in all respects. and highly recommended.

Scholastic Software has a program called Story Tree that is the easiest to use of any such program I've seen yet. It is much simpler than Adventure Master by CBS. Rather than allow you to type any valid command at any time in the manner of the classic adventure game, this one only lets you make certain specific choices at certain points in the the story. It does not support the manipulation of ob- jects nor does it support graphics. All you can use learning is text so the stories go together very rapidly. The idea of writing a story to be read several times -- with different plot twists each reading -- is a fairly recent one as far as I know. It is not game limited to computer games; it is also used in the popular "Choose Your Own Adventure" books. De- signing all of the loops and branches the plot can take requires planning and imagination.

How The Story Goes Together BOB PROCTOR There are three types of linkages in a Story Tree story. The simplest is a straight sequence or what Story Tree calls a "Continue". From screen A, you always go to screen B. The second type is "Choice", where the reader can pick one of up to four alternatives. Each calls up a different screen; a new one, one seen before, The Adventure Game or even the same one. The last type of link is "Chance". A screen with The adventure game is one of the oldest and this type of link is always followed by one of two most popular forms of computer game. The classic screens. As the designer, you can set the odds that Adventure, from which the genre takes its name, determine how often each occurs. For example, a came into being before there was such a thing as a witness in a mystery might be cooperative 50% of desktop personal computer. It was the advent of the the time and stubborn the other 50%. Or, an aster- that changed Adventure and Zork oid might pass harmlessly by 90% of the time but and a few others from a treat enjoyed only by a might might strike your ship the other 10%. This rare few into a mass entertainment market with would end the story rather suddenly but it adds a dozens of titles vying for popularity. greater sense of danger to subsequent playings. Many people still try to distinguish between ad- venture games and role-playing games. This Conclusions distinction is blurring. The classic adventure games, which are like puzzles, are blending with simula- Story Tree works very well at the intended age tions and with role-playing games, which feature level -- from ages 9 to 14. The simplicity forces large amounts of chance, to create games that are the story teller to focus on plot, setting, and char- very involving. acterization. There is no temptation to construct elaborate and difficult puzzles because there is no Educational Aspects way to test for the presence of certain objects or use any secret words. While the primary object of these games is to The simple format also lends itself well to non- entertain, playing them does require skills that are fiction. The Story disk that comes with the program useful. Beyond the obvious reading and keyboard contains a sample bibliography and a sample report. skills, there is organization, planning, analysis and One of the best things about Story Tree is that logic. it's a game without winners and losers. For those Some newer games try to teach specific knowl- who thrive on competition, Scholastic is sponsoring edge in a more direct attempt at education. Exam- a contest. The best story in each of two age brack- ples are Robot Odyssey by , ets -- grades 4-6 and grades 7-9 -- will win an which requires you to design logic circuits to com- Apple II computer (which model is not specified). plete the story, and The Halley Project from The deadline is April 30, 1986, so there's still time. Mindscape. Contact Scholastic Inc., Dept. WW, 730 Broadway, New York, NY 10003 for details. Rolling Your Own Story Tree comes with a reference manual, the (STORY TREE) program disk and the story disk. The program is available for Apple II, Commodore 64 and IBM If all of these benefits can be had by the person PC/PC Jr. List price is $39.95 for the home ver- playing the game then they must benefit the person sion, $74.95 for the school version. The latter in- who creates the game twice as much. At least, cludes backup copies of both disks and a large 3- that's the theory behind a new class of games that ring binder for the manual and extra material for let you develop your own interactive stories. teachers. music is better as well. The game is produced by Ocean and runs on the C-64, Amstrad, and Timex/Sinclair. The price is £10.95 on tape. Another Commando clone is Who Dares Wins. It was the first commando type game. A nice little game, it is available on the C-64/128 at £9.95. WDW comes from Software House Alligata who have been noted for their excellent copies of arcade games well worth getting.

The final Commando clone, American G.I., comes from System 3. And at £8.50 it is a good OVER value. It is polished and professional. The addresses where you can contact these soft- ware houses are: Elite Systems, Anchor House, THERE! Anchor Rd., Aldridge, Walsall; Ocean Software, Ocean House, 6 Central St., Manchester, M2 5NS; Alligata Software, 1 Orange St. Sheffield, S1 4DW; System 3 Software, Southbank House, Black Prince A New Column Rd., London, SE1 7SJ. If you contact any of the above, mention this column and be sure and enclose a reply coupon if you require further information before ordering.

STOP PRESS... LATE NEWS...

Cartoon hero Scooby Doo turns up in the 'first cartoon animated game for the home computer' from Elite Systems, more news next time. Leslie B. Bunder Watch out for Firebird Software, the software arm of British telecom (British equivalent of AT&T). There first release, Elite, is now available for the C-64. Elite is a 3-D space travel/trading First of all, let me say hello to all you computer game which, to put it mildly, is a 'mega-game'. gamers in the United States. My name is Leslie B. Activision has set up a separate software house Bunder and I am writing to you from London in in England under the name 'Electric Dreams'. The order to keep you up-to-date with all the latest de- promise of Electric Dreams it to produce games velopments in computer games from England. If only your imagination could have thought of. you want to express your opinions on this column Frankie Goes To Hollywood the pop group are or any of the games mentioned, just write to me. also a computer game, produced by Ocean. FGTH You can reach me at 50 Riverside Close, Cuckoo features some breathtaking music the like of which Ave., Hanwell, London W7 1BY, has never been heard on the C-64 before. (please include an international reply coupon if you The next craze after Commando games will be wish to receive a reply). Prices given for games in ninja type games; more news next time. this column include air mail cost. If you send any A company called U.S. Gold (which specializes money to these companies, send it as an interna- in producing U.K. versions of programs from tional money order and allow four weeks for de- Datasoft, Epyx, and others) controls about 25% of livery. the game market in England. The film Rocky Horror Picture Show is now an The big craze in England at the moment is arcade game and will shortly be turned into a full Rambo/commando type games. There are official length adventure game. Can't wait! It will be pro- versions of both the arcade game Commando and duced by CRL Plc. Rambo. These games require you to take the role of Friday the 13th has now been brought to life as a soldier who must single handedly take on a whole a computer game. The producers, Domark, promise army. All the home computer versions are based on a 'non-violent game'. They can't be serious. the arcade game Commando but not to the extent that they infringe any copyright. If I had to rec- Until next time, have fun playing. And watch ommend only one it would be the official home for my special competition in the next issue of computer version of Commando produced by Elite Computer Gaming World. Systems for the C-64, Amstrad CPC 464, 664, 6128, Timex/Sinclair 2000 and BBC. The price is a [Ed. Note: Minutes before going to press, CGW reasonable £9.95 for all versions and comes on tape. learned that a British software company has contacted The Naval Institute desiring to buy the The next game is Rambo which has some very rights to do a computer game on the best selling nice touches to it. Unlike Commando, you can ac- novel, The Hunt For Red October. No further tually choose the weapons you want to use. Rambo's information is available at this time]. KOBAYASHI (Con.) you ask someone (usually an alien) "Have you seen Sulu", the game responds with: "Alert, you must use The commands you enter on the command line accepted Star Fleet protocol", an indication that it are always verbal ones directed to a crew member. doesn't understand you. Yet (as I know by certain To perform an action yourself, you use one of the devious means), the program is supposed to under- special function keys or movement keys. For in- stand this. Someone slipped up here. stance, to move right, you would press the '->' ar- row key; to check your inventory (on the Apple), you would press shift-2. There are function keys Going east on some planets can cost you your set up for help, inventory, giving an item to some- life. Usually, if you are walking towards something one (always a crewmember), taking an item, using dangerous (like a sea of liquid helium), the program an item, examining an item, shooting a phaser, will give you a warning. Not when you're heading dropping an item, and taking a general look at your eastwards. This one killed me off several times on surroundings. A tenth function key brings up a various planets. sub-menu of utilities to save, restore, pause, or Suppose you beam down to a planet alone, then change the speed of the game. decide you'd like someone, such as Spock, with Right about now, you're probably drooling at you. Spock (or whoever) will beam down...and then the thought of getting your hands on this game. stay at that exact spot, unless ordered to move. Well, there are some flies in the ointment. You Only when you have formed an official landing know what flies are. Bugs. And I'm sorry to say, party does everyone move with you. Kobayashi Alternative has its share of them, most due to sloppy programming and inadequate testing When the game begins, the shuttlecraft is dam- (because if the testing was done properly, these aged and useless. You should be able to get it fixed problems would not be showing up). at a certain planet, but thanks to a bug in the pro- gram, that won't be possible. For instance, you have just beamed down, and realize you left your tricorder back in the trans- There are several points in the game when the porter room. So you tell Renner to get the tri- transporter stops working. This is part of the story. corder, and beam it down to you. Renner (or any- Fine. Now, try asking someone about it. "Scott, one else, for that matter), will insist that there is no what is wrong with the transporter". No response. tricorder there, even though it is there in plain None at all. So you try "Scott, fix the transporter", view. to which he replies "But Captain, the transporter isn't damaged!". Great! "Scott, beam us up", and he Another, more exasperating problem, is the pro- says "We're having a little trouble with the trans- gram's refusal to recognize Sulu's name. Whenever porter, Captain". "Scott, what is wrong with the transporter". Silence. Sigh.

The documentation is both good and not so good. The information on the Enterprise and its crew is excellent. Anyone who had never seen a single episode of the show would learn all they needed to know from reading it. However, the docs for the game itself is another matter.

For instance: you boot up the disk, and the first thing it asks is if you have two drives. Innocently, you say yes, and are THEN informed that you should make a copy of side one of the disk, and put that in your second drive. NOWHERE is this mentioned in the docs; you only find out about it when you boot up.

Then there is the matter of clothing. Some of the planets have a pretty unpleasant atmosphere, and you don't want to go beaming down there just in your uniform. So, how do you get hold of a spacesuit? Don't look at the docs, you won't find out that way. What you have to do is call up the inventory function, where everything you are wearing or have on you is listed by number. Your uniform is number one. Pressing the '1' key will then cycle through various garments.

Also, when you are in transit to a planet, you can't do anything while you wait to get there. I thought I would pass the time by calling up com- puter data, and it took me some time before I real- ized why I hadn't gotten to my destination. The Continued on pg. 45 RID #26 (use card at page 5)

On this page a number of games are listed for evaluation. When evaluating a game consider such things as PRESEN- TATION (graphics, sound, packaging, documentation); GAME DESIGN (design, playability, interesting?); LIFE (does the game wear well?). For each game you rate, place a 1 (terrible) through 9 (outstanding) next to the appropriate number. Leave blank any game which you have not played enough to have formed an opinion. In addition to games, we have listed a few items about the magazine itself that we would like you to rate on the same scale.

KOBAYASHI (Con.) ship had stopped the second I hit a key. Need I add that the docs don't mention this either?

Perhaps the biggest frustration with the game is the fact that the programming flaws make it so much more difficult. When you find yourself not getting anywhere, it is very hard to tell if this is due to 1) a red herring 2) a bug or 3) not phrasing something properly or asking the right question. I spent a lot of time trying to get that shuttlecraft fixed, before I found out that it just wasn't possi- ble. Still, there is hope. I've passed along to Simon and Schuster the various problems I've found, and I have heard that they are working on getting the program cleaned up (and perhaps even the docu- mentation re-worked). However, as to when this revised version will be available, I don't know. So we come down to the bottom line, and here is where it gets sticky. I can't give an unqualified recommendation; the programming flaws and seri- ous omissions from the documentation preclude that. On the other hand, the game itself is well-de- signed, tricky, and faithful in many ways to the spirit of Star Trek. It is the inadequate implemen- tation of the design that makes 'The Kobayashi Alternative' less than what it should have been. Therefore: Bottom line: Recommended, with reservations. Try before you buy. Copyright 1986 by Scorpia, all rights reserved. Continued from pg. 16 as were the marines in Khe Sanh. Strategic consid- PLAY POINTERS erations can hamper the best operational comman- There are certain nuances of CIV that are not ders, both in gaming and in historical terms. As apparent at first play. Here are some suggestions: playtesting continued, the scenario was cut down in duration. The latest version appears to run c. 3 1/2 (a) If a unit is in the lower row of the screen, weeks; as the American, the player will still find a sometimes one cannot access the unit. It is there; sense of complacency settling in, and then... Suffice the problem is that the computer does not recognize it to say, do not get too relaxed; loss of a key site the end of the map as the end of the "world", and (DMZ, Khe Sanh, or Quang Tri City) generates a will scroll down into imaginary hexes. If faced with decisive defeat, and one never knows where the this situation, merely scroll up the screen two or enemy will appear. While a decisive win in the sce- three hexes and then re-access the subject unit. narios would not have really changed the outcome (b) of the war, you do have a chance to see the prob- The Player As God: if a wargamer has access to parameters, he will usually exercise them, despite lems faced by the field commanders. the sheer ahistoricity of results. Thus, if a player is Quang Tri offers the opportunity to have the a Supreme Commander, he should not be concerned with employment of battalions. But if the game offers this option to the player, rare is the afi- cionado willing to let the system do some of the work. In CIV, air and artillery power are the es- sential elements of American strength. Tactical air (A-10s and helicopter gunships) and strategic air (B-52 bombers) may be directly utilized by the player. In CIV, such leadership will generally ob- tain poor results for the following reason. When one directs a multiple air/artillery strike against an NVA unit, the unit causing the enemy to withdraw will adjust its fire. The remaining units will con- tinue to fire into what is now an empty landscape. If left on local command, these elements will use their own discretion to choose and engage targets; if left to actual player control, the player will spend much of his time redirecting his artillery and air support rather than employing his ground troops in optimal positions. At first impression, this writer's response was muted (at best). But upon re- flection, this limitation is actually inspired. In Vietnam, a commander could direct his indirect fire operations; divisional and corps commanders could exercise direct control over companies. But could they function effectively? -- usually not. If you wish to hog all the glory, then feel free to ex- ercise your command at all levels. But realistically, a good commander should be able to delegate au- thority. When you restrict artillery and air employ- ment to the minimum necessary, you will find that your efficiency actually increases -- your local commanders are generally competent. (c) The Jump Move: Airmobile battalions move ARVN stand up (or fall down) to the NVA. Sup- quickly! They literally jump from the PZ (pickup ported only by American air support, and not zone) to the LZ (landing zone). But helicopters do ground troops, can the South Vietnamese resist? A not fly at night or in monsoons if at all possible. more traditional type of battle, since the ARVN Therefore, if (especially in Khe Sanh), a unit is did not have the mobile assets that were possessed moved during such a time, it is actually being by the American Army. moved via ground transport (i.e. truck convoy), and The American scenarios are this writer's favorite its efficiency will be heavily impaired. It is not Ia Drang and Fish Hook. The latter covers the overly healthy running convoys through enemy-in- Cambodian incursion. Historically, an empty threat, fested jungle. Also, Air Cav Troops (used for recon but the variants permit different NVA deploy- purposes) do not jump move. They are small, quick ments, so that the American and ARVN troops de- and ideal for surveying terrain and making initial ployed are never really sure what they may find. contact. Once contact is made, call in the backup Based upon playtester input, a final variant was battalions by Jump Move. In Ia Drang and Fish inserted to choose a random scenario; one never Hook, victory is dependent on coverage of the ter- knows what is in the Fish Hook until contact is rain. This is accomplished via victory point LZs. made and developed. Dry hole or hornet's nest? While admittedly artificial, these LZs do compel complete coverage by American forces. With air- (f) Victory Conditions: Read and understand the mobile battalions exercising jump moves, remember victory conditions. Seize key terrain, and check the to leave the air cav troops on sweeps for these terrain to make sure that the enemy has not retaken hexes. it while you were engaged elsewhere. This point cannot be over-emphasized! (d) Visibility: To achieve any degree of realism, use limited visibility. It is a real shock for the A (g) Given the short duration of the scenarios, sup- mericans to look at the map after the battle and dis- ply is generally not a factor, especially for the cover hordes of NVA in their rear. This limited Americans. Common sense will dictate when to intelligence factor is the truest aspect of CIV. withdraw units and allow them to recover. (e) Firepower: Since the NVA may usually fire from a range of two hexes, their strategy is depen- CONCLUSIONS dent on hitting first, hitting hard, and dissipating before the American firepower can be brought to CIV is a fascinating product. While not a "beer bear. Also, NVA units when retreating can move and pretzels" game (although some of the scenarios two hexes in any direction. Added during playtest- may be played as such), the detail and historicity ing, this prohibits the Americans from fixing the coupled with the documentation make this game a enemy too easily. As for the Americans, a depar- virtual tutorial on the war in Vietnam. Expect to ture from military doctrine is the best approach. learn more than you would normally from a mere Doctrine calls for ground troops to fix the enemy "game"; keep an open-mind, and be willing to ac- and destroy him, aided by supporting fires cept new insights. Playing the NVA was a person- (air/artillery). While this will work, the American ally difficult role to accept; on the other hand, the will incur heavy casualties; optimum strategy is to NVA possesses the initiative in most scenarios, and use the ground troops to fix the enemy, adopt a the Americans are driven by NVA actions. While defensive posture, and use air/artillery as the im- not emotionally satisfying to the average American, plement of destruction. While not doctrine, this was this is the way the war was. The American Army the approach utilized by the American Army in in Vietnam may be likened to a sledgehammer Vietnam; intensive infantry assaults were generally striking a pound of mercury. Be aware of your avoided. strengths, and even more aware of your weaknesses. Adventure games and Electronic Arts were the the strategy side we find Silent Service rising to the dynamite duo this month. As predicted, Ultima IV surface to launch a shot at the 1985 Game of the was an instant hit at the cash register and in the Year. MicroProse anticipates sales in the area of computer. Bard's Tale also managed to slip past the 200,000 copies, which could make Silent Service the perennial favorite - I. The Wiz has faced best-selling computer game of all time. The boys many challengers in the past few years and beaten from down-under, SSG, nail yet another winner in all of them. Our feeling is Ultima IV has the Europe Ablaze. They don't make many, they take staying power to hold the line. It will be the forever - but they produce fine games. benchmark of adventure games for quite awhile. On